Design philosophy

Keep the depth

The thinking behind the game, and where it is going.

Hi, I am Alun, an independent game developer.

I have a lot of respect for Cataclysm: Dark Days Ahead.

Sponge Bridges takes that philosophy and presents it more approachably.

Keep the depth.
Make it easier to play.
01

Deep world, simple interaction

Movement, combat, inventory, interaction and survival should be easy to understand.

The complexity should come from the world itself.

The same problem should never have only one solution.

02

More visual, more readable

Characters are animated. Combat has clearer feedback. Lighting and atmosphere matter.

Development continues on:

The goal is not to make the systems simpler.

03

A reason to keep moving

Travel, burden, delivery, connection.

Combat is not always the answer.

Connection can be more interesting than destruction.
04

Where I want to take it

The goal is not simply to add more content.

05

Someone else was here

For future online features, I am most interested in asynchronous interaction.

Players may leave resources, structures or information for someone to find later.

You may never meet that player.
But you know: someone else was here.
06

Further out

A classic MMORPG structure inside a world with CDDA-like systemic interaction.

That is a long-term ambition, not a promise.

Deep world.
Simple interaction.
More ways to play.